Was formerly known as Oculus Research; "our focus on the future hasn't changed."

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On Monday, Oculus chief scientist Michael Abrash posted this image of Facebook CEO Mark Zuckerberg testing something at what was formerly known as Oculus Research. Now, these tests take place at Facebook Reality Labs.

That's still the case, but Monday marked the first notable divergence from this trend. That's when Oculus chief scientist Michael Abrash announced a pretty significant pivot. "Oculus Research has a new name—starting today, we will be known as Facebook Reality Labs (FRL)," he wrote (using Facebook, no less).

His announcement immediately assured readers that "our focus on the future hasn't changed." Abrash used the post to point out that FRL had already been "helping Oculus and all of Facebook create trailblazing AR [augmented reality] and VR experiences, from what's most affordable to leading edge." He then described a future in which mixed-reality technologies will usher in "the second great wave of human-oriented computing." Abrash did not lean into his division's new name and describe any upcoming products as "FR" or "Facebook Reality" experiences.

The name change very well could have come last week during Facebook's F8 Developer Conference (which included its fair share of Oculus news). It's unclear why the companies chose to wait a week. Perhaps either side was worried about easy comparisons to Facebook's handling of private customer data, what with the Cambridge Analytica scandal still resonating among users—but by that logic, Facebook wouldn't have unveiled a data-hungry FB dating and matchmaking app, and yet here we are.

Further Reading

It's no surprise or mystery that Facebook would have a stake in Oculus's advances in AR and VR technology. In October, Facebook CEO Mark Zuckerberg described a mission of getting "a billion people" into VR, and months before that, Facebook showed off "augmented" experiences in which real-world locations could be viewed through a phone to reveal location-specific information like menu recommendations and friends' graffiti tags. Still, the group that was Oculus Research has operated in a cloud of secrecy since its formation, and rumors have flown about research projects that don't seemingly tie directly to VR or AR products—particularly, according to Ars sources, about how people listen to and perceive various sounds. (You can see some articles about FBR's sound research at the Oculus Developer Blog.)

Today's name change is likely the first step in blurring the lines between the social-media network and its virtual-interface arm as Facebook comes up with more ways to deliver both products at the same time. Adoption of bulky, PC-tethered headsets will never be enough to satisfy Zuckerberg's billion-in-VR goal. While the lower-priced Oculus Go (and future wireless prototypes) may push that needle, the newly named Facebook Reality Labs will likely come up with ways to push VR even further—and demand more questions about what data the company requires.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

Actually, yes - that's what I expect the system to devolve to - a "virtual living room" where people can chat.

And at some point, virtual ads on the coffee table, virtual Tupperware parties and such will follow.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

I think the line between 'trying' and 'don't even know how else to act' blurred some time ago.

They definitely could have innovated a little harder(almost no effort to gamify social disaster tourism? Guys, that's just not disruptive...) but you know you are far down the path of the lost and the damned when that is what you can come up with for a warm and fuzzy PR demo.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

VR is really only the beginning for companies like Facebook; a necessary pre-requisite to AR. Meanwhile, I think a lot of people have trouble seeing past the awkward, crappy, phone-based implementations of AR today, to its potential for natural, pervasive interfaces in the middle or far future.

It makes sense that Facebook would want to both be deeply involved in that development, as well as hasten its arrival. Hence, Oculus.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

VR is really only the beginning for companies like Facebook; a necessary pre-requisite to AR. Meanwhile, I think a lot of people have trouble seeing past the awkward, crappy, phone-based implementations of AR today, to its potential for natural, pervasive interfaces in the middle or far future.

It makes sense that Facebook would want to both be deeply involved in that development, as well as hasten its arrival. Hence, Oculus.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

Actually, yes - that's what I expect the system to devolve to - a "virtual living room" where people can chat.

And at some point, virtual ads on the coffee table, virtual Tupperware parties and such will follow.

The only real redeeming quality to all of that is how the VR that replicates every day life envisioned by so many comes with an "off" switch.

Give me pixies, elves and dragons to talk to, and then you'll have something worth VR'ing about in social media. I can do mundane shit without the bother of starting the computer.

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.

Well, they just announced their Tinder competitor. Now you can have cheap dates and one night stands in VR rather then in person

I still don't get why Facebook bought Oculus. There's no real synergy between the two companies. Social media on a website or a phone makes sense. Putting it in a VR helmet? .. I don't get it.

Like are they expecting people to live in a VR Chat with their friends online? - I feel like VR is such a fad that is perpetually years away from being realistic enough to satisfy common peoples expectations and make it mainstream.